What does the subway do? I moved some guys in there and how do i get them out? They also stood at the top right and shot at enemies making them stop moving .
Subway spawns 3 civs per time cycle that go to the RPD, for each 10 that get there, everyone gets another civ. You exit the subway in its top left corner.
Hey,
Thanks for making this! I can tell you put a lot into it. It definitely has some nice attributes, however, I feel like there's a few things that need some work.
Very Nice:
-I like certain elements of the re-arranged main base. I had much fewer issues with pathing than I usually have moving around the base.
-The Allied AI seems to work well; computer ghosts would lockdown dragoons! Very amusing.
Thanks.
Bugs:
-The ghosts on the ridge around the college will shoot enemy units; as a result, the zombies that spawn up there get trapped. If you aren't clearing it consistently, there's a huge horde of zombies that gets stuck out there that you have to wade through to protect the truck. Since I'm pretty sure this wasn't intended I'm listing it as a bug.
Noted.
-At some point, the ghosts in the area to the upper right of the main area stop shooting. I don't know why, other ghosts in the outlying areas kept fighting back, like in the top, but the ones in the upper right did not.
Noted.
-Occasional "unit unplaceable" error messages due to to many units attempting to spawn.
Known. Currently unsure what I want to do about this.
Questionable design decisions:
-The goons seem rather weak; why is their health so low?
Their damage is significantly increased to compensate.
-Most archons do no damage to bunkers. Kinda lame.
Known, intentional. Bunkers are a form of strategy, and if you fail to get the garbage truck, you don't have the luxury of them to hold off said Archons.
-The strength of the allied comp in general. I like that it is smarter, but it starts with 8 more ups than you in both armor and weapons. The two bunks outside the main base can single-handedly hold off something like 15 minutes of Crimson Heads.
AI was supposed to be more useful, and the main area was a subject of much conversation with me and my testers during our beta processes. It was my idea that as the very last line of defense before the RPD, the people there would be fortified and throwing all they had to stop the undead, as such, it should be very hard to take. However, I am going to do some enemy spawn re-designs.
I'd kinda rather die than be outclassed by the computer the whole game. I would tone down their ups to 5 at the most. And reduce bunker armor to 40 or something lower than it is right now.
Bunkers explained above, might down the ups a bit, and explained the comp a bit above.
-There needs to be more expository dialogue. I didn't know why civilians were still coming until after the Subway was already dead. Maybe something that mentions that the subway brings civs?
If you rescued the subway, you would've been displayed the dialogue. Due to switch errors (We aren't sure which ones are used and which aren't. One of the problems with editing someone else's triggers. v.v) I didn't put it in a way to display to everyone.
-Mission timing... between I think 50 and 30 there are still no missions. Missions I think should be introduced earlier rather than later.
Disagree. Compared to the old RE:RC I feel there are a bit too many, and the snipers are introduced very late because you need to work very hard to get them as they can assure you victory. Its a matter of cost:reward.
-Center screening. I hate center screening. I've always especially hated the center screening at the beginning of the original version. I don't want to see where every check-point is; a mini-map ping and text is more than enough. And center-screening when new civs appear in the base is very frustrating.
A lot of center-screening was already taken out, if you can imagine just how much there was in PK's 1.09. I've already taken out so many, the ones left seemed of little consequence, but still, noted.
I played through it once alone and survived until 30 minutes left on the timer. Considering I had almost no units except an scv, I feel like I should have died at the 50 if you were trying to stay true to the original game style. I think that if you adjusted certain things some more this would be a very promising version.
Noted.
But there's one more thing: attitude.
The first mission briefing screen pops up and then vanishes before you can read anything.
Intentional, just got too lazy to remove it, but I'll get around to it.
The second one is a little bit over the top condemning other versions that people are certainly going to play regardless of you making this version and making you come off as a jerk.
No other editor had the real PK's permission to edit the map. It was protected and closed source, and so they should be considered as bad as thieves. Not to mention nearly all of them just rigged the map up with
'secrets'.
Mission briefing, if its going to be read at all (which in multiplayer it most the time won't), should begin the process of immersing you in the world... not beating you over the head about playing other version that quite frankly are very similar and often implement similar design features (I mean, come on, the helicopter mission is *awfully similar* to version X.) If your map is genuinely better than the other versions it will speak for itself and people will play it because it is more fun, or at least presents a different feeling. Don't try to tell people they should because you said so... that's just silly.
Hope this didn't come off as too harsh, it really is a good effort, good luck!
I understand what you're saying, but I had to do something to speak out against the wrongs committed by those disgraceful few who disrespected PK so badly. I have no regrets about it, and am proud that my message is clear. It isn't a matter of 'because I say so', it's a matter of making a map that isn't rigged with so-called 'secrets', and that I had permission to do everything I did. I have unending respect for PK, he is a US soldier and a mapper who I looked up to when I got my start. He deserves better than what he's gotten from some of these 'editors', I'd rather just call them scum.
Thank you very much for your bug reports and criticism. It was very well done, and I will do my best to fix everything up.
Post has been edited 1 time(s), last time on Dec 1 2008, 12:41 am by Excalibur.